Can you give more details about "Marin's Project MK" ? I searched for it and didn't find anything.
Pokémon MK is a new engine + kit in the works. It's in very early stages, but we've got a lot of core functionality already thought out (and basic stuff like maps, NPCs) are already implemented (to some degree, not everything is definite yet). Unlike RPG Maker XP, it will be customized for Pokémon games and thus make everything a billion times easier. More information can be found on the
Discord, but here's a small list of features and plans (quoting from the Discord, may be subject to change):
As this is a brand new engine, we can add things useful for creating Pokémon-style games, such as shortcuts for events (think about giving Pokémon, giving items, controlling money, etc.
We can do everything how we want it ourselves, and take suggestions from other people.
As for features, here is a list:
• Our framework uses RGSS 3, which is a lot faster and better optimised than RGSS 1 and RGSS 2. This allows the game to run at a solid 60 frames per second.
• Our framework uses Ruby 2.1.0, which is a huge improvement over RPG Maker XP's Ruby 1.8. More features, more support, faster, etc.
• The game is intended to be playable cross-platform (Windows, Mac, Linux)
• We have full control over the engine behind it; we can change things as we please, as can users who are just using it. It's open-source and absolutely free (
GitHub)
• 7 individual layers for mapping.
• Infinite priority (z) values.
• Infinite terrain tags.
• Events can define their own priority value.
• Maps made in RPG Maker XP and Tiled can be imported and converted to maps usable with this engine.
• More control over maps, as you can set properties such as passability, terrain tags, and priority values per tile. Those values do not depend on a tileset, which means you can make your map perfect when it comes to that. Though, to lessen the workload in that regard, tiles also have such properties per tilesets, "defaults" if you will. You can override those per map.
• Extensive documentation on classes, methods, and scenes, as well as documentation for eventers.
• Everything is worked out in detail. From mockups to references, and from screenshots to videos. Documentation is an important factor for us.